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#htc 2023
ifthenslashers · 19 days
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Production pictures of If/Then at the Neglected Musicals Series in Point Potts, Australia. Production done by Hayes Theatre Company.
Sourced from Instagram.
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techsole-blog · 1 year
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HTC U23 Pro Price, Official Look, Design, Camera, Specifications, 12GB R...
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mikec137 · 1 year
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Mägenwil, Switzerland, January 2023
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felixartspace · 1 year
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HTC Vive continues to set VR trends at CES2023: Vive XR Elite
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HTC introduced its mixed reality product called HTC Vive XR Elite at CES2023. 
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I remember very well how excited we were 6 years ago when the first htc vive came to the office. We immediately mounted sensors on the walls and threw ourselves into this unique experience and started producing products for this wonderful platform on the same day. 
Read More at our blog...
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vr-experience · 1 year
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multidimensionalsock · 8 months
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Games engines and their pricings for Indie Devs
Based on Unitys recent changes to their pricing model, I thought it would be useful to put together a list of different game making softwares and their pricing models to compare which would be best for you.
Unreal
Programming language: C++ and visual scripting.
Dimensions: 3D, VR and AR
Platforms: all platforms
Standard license: free to use, pay 5% of your revenue over $1 million over the lifetime of the game, due each quarter (as long as the game is still for sale or generates more them $10k per quarter)
Enterprise: $1.5k+ per seat per year, includes premium support and private training and/or custom licensing terms
Custom licenses: larger developers can renegotiate with epic for lower or waived royalty fees.
More about their licensing here
Gamemaker
Programming language: GML and visual scripting
Dimensions: 2D
Gamemaker doesn't require any royalties made off of your game no matter which license youre on.
Free: access to gamemaker and export that can only be used on their games website (GX.games)
Creator: access to game maker, GX export and desktop export $4.99 a month
Indie: access to the above with web and mobile exports, $9.99 a month.
Enterprise: all of the above but with console exports as well $79.99 a month.
Godot
Programming languages: GDScript, C# and C++
Dimensions: 2D, 3D, AR and VR
Platforms: Not able to port to console due to it being open source unless you develop it yourself or via a third party.
Royalty free and free at point of purchase.
RPG maker
Programming language: Java and visual scripting
Dimensions: 3D (in some), 2D
Platforms: windows, mac, web
Doesn't ask for royalties from games, has a 20 day free trial. RPG maker MZ costs £66.99 initial purchase, costs may vary by which engine you buy.
CryEngine
Programming language: C++
Dimensions: 2D, 3D, VR and AR.
Platforms: Windows, Linux, PlayStation 4, Xbox One, Oculus Rift, OSVR, PSVR, and HTC Vive. Mobile support is in development.
5% royalty fee over $5k a year, free to download and use.
Cocos2D
Programming languages: C++, C#, Lua and javascript
Dimensions: 2D
Platforms: android, mac, linux, and win32.
Free to use, no royalties
Cocos creator
Programming languages: TypeScript and JavaScript
Dimensions: 2D and 3D
Platforms: IOS, android, windows, mac, HTML5
Free to use, no royalties
Defold
Programming languages: Lua 5.1 and LuaJIT
Dimensions: 2D and 3D
Platforms: PlayStation®4, Nintendo Switch, Android, iOS, macOS, Linux, Windows, Steam, HTML5, Facebook, Q3 2023 PlayStation®5, Q2 2024 XBox
Free to use, no royalties
Phaser
Dimensions: 2D
Programming languages: JavaScript or TypeScript
Platforms: Web (HTML5)
Free to use, no royalties
Unity
Programming language: C#
Platforms: all platforms
Dimensions: 2D, 3D, VR and AR
Edit: unity has changed their policy you can see the new one here
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corvettesupercars · 5 months
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#CSC #FAM how would you like to start 2024 with Both Corvettes plus more will be awarded to, “One Lucky Winner” 🏁Are You Ready❓
The Contest closes Sunday, Dec. 31, 2023‼️
Enter now by going to: 👉🏽 https://www.dreamgiveaway.com/tickets/corvette?promo=SR2023C 👈🏽 and you’ll get DOUBLE Bonus Tickets with any donation of $25.00 or more‼️And all of the Taxes will be paid ‼️
Your donation will benefit #Veterans’ and #Children’s #charities. 🏁 #Winning 🏁
#DreamGiveAway #C2 #ClassicCorvette #Convertible #C8 #CorvetteSuperCar #HTC
#LingenfelterLPE #BackYardBuddyLifts #DreamCorvetteGiveAway #RonFellowsPDC #Car #Cars #SuperCars #CorvetteSuperCars #Worldwide #SeventhAnniversaryEdition #Corvette #Stingray #DreamsComeTrue
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forgeline · 2 months
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Not just another pretty wheel. Yes, the Forgeline VX1R is a great-looking wheel, but with its one piece forged monoblock construction and 2100 lb. street-tire load rating, it's also ready for any occasion. The team at Vengeance Racing made a few choice upgrades to Michael’s 2023 70th anniversary Chevrolet C8 HTC Corvette, including Fabspeed headers & exhaust, duckbill-style rear spoiler, Michelin Pilot Sport 4S tires, and these 19x8.5/20x11 Forgeline one piece forged monoblock VX1R wheels finished in Frozen Charcoal! See more at: https://www.forgeline.com/customer-gallery-michael-chastain/cgk2704
🇺🇸🇺🇸🇺🇸
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myonbl · 10 months
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2023年8月2日(水)
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先月届いた<京都みなみ会館>の閉館ニュースは、とても残念だった。リニューアル直後からのサポート会員ではあるが、実際に足を運んだ回数は誇れるものではなく少し罪悪感さえ感じている。ということで、夏休み期間中に可能な限り出かけることにする。とは言え、私が選んだものは126席のスクリーンに5名だけ、いくら平日とは言えこれでは厳しいよなぁ・・・。
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5時30分起床。
日誌書く。
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今回のお蕎麦はこれで最後、明日の朝食はパンにしよう。
洗濯1回。
弁当はツレアイと3男の分。
空きビン・缶、45L*1。
ゴミ袋がなくなったので補充しなければならない。
ツレアイを職場まで送る、リモートで先に冷房していたのでとても快適だ。
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京都みなみ会館へとやって来た。本日選んだのは・・・
陸送屋のコワルスキーは、70年型ダッジ・チャレンジャーをデンバーから1200マイル離れたサンフランシスコまで15時間で届けるという無謀な賭けをした。爆走するその車を追って各州警察が追跡を開始。警察無線を傍受した盲目の黒人DJスーパー・ソウルは、ラジオでその模様を実況中継する。大勢の野次馬やメディアが押し寄せる中、コワルスキーは、ブルドーザーが道路封鎖するバニシング・ポイント<消失点>に向かってアクセルを踏み込んでいく…。
『バニシング・ポイント』は、権力への反抗と現実に敗北する者たちを感傷的に描いた多くのアメリカン・ニューシネマとは一線を画し、作品全体の乾き切った精神性に加え、遡行と跳躍によって非直線的に描かれる【時間】という概念の表現を革新、かつてない高みに達した鮮烈・孤高の雄篇だ。現実に対する底知れぬ虚無と諦念を抱え、速度の限界に挑むコワルスキーの姿は、観る者をスピードの陶酔と快楽の果て、時空も生死も超越した無限の境地へと誘っていく。
タイトルは覚えていたが、映画が始まってすぐにすでに見ていたことを思いだした。とは言え、おそらくテレビで放送されたものだったと思う。70年代初頭の空気感と音楽、いやぁ良かった!
帰路にライフ西七条店で買物、ゴミ袋(2種)と鱧皮を購入する。
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ホンダからメールが届く
以下のとおり契約の更新手続きが完了いたしましたのでお知らせいたします。 詳細は添付の契約書(PDF)をご確認ください。
【受付内容】 ------------------------------------------------------------------------------------ 購入日 : 2023年8月1日 操作者 : 自動継続による購入 HTC会員番号 : HTC7299452837 対象車種 : フィットハイブリッド(京都544す1105) 対象サービス : 基本パック (月額) お支払金額(税込): 550円 ------------------------------------------------------------------------------------
あれ、手放した前の車に課金されている。ディーラーは定休日なのでコールセンターに電話、アプリで自分で解約手続きが必要とのことだ。恐らくセールス担当も知らなかったのであろう、納車時に説明はなかった(と思う)。電話を切ってアプリにログインするが、今の車の情報が表示されるのでこれを解約するわけにはいかない。再度コールセンターに連絡、アプリの車の画像をタップすれば以前の車の情報が表示されるとのこと、なるほど過去2台分の情報がちゃんと残っている。やっとのことで<過去車>に変更して解約することができた。しかし、アプリ時代の世の中、対応できない高齢者は多いだろうなぁ。
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ツレアイは<ノー残業デー>とのことで早めに帰宅、みなで夕飯を頂く。さんだかん燻製工房の無添加ベーコンと奥川ファームの平飼い有精卵とのベーコンエッグ、ささみ燻製、キュウリとわかめの和え物、トマト+レタス。息子たちにはヱビスビール、私たちは賀茂鶴を冷やし、魚は鱧皮とキュウリの和え物。
片付け+入浴・・・のはずが、冷酒が効いて先にダウンしてしまった。
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今日の京都は38℃越え、こんな日は無理してはいけない。水分は、1,530ml。
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figminxr · 1 year
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Feb 14 2023
The new graphic design has been FINALIZED (thank you again to everyone who voted unanimously for the blue title backdrop), and now all the various image sizes are ready and waiting for upload.
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It took a lot of work to reposition all individual elements for each image, but the end results are veeerryyy satisfying to look at. Pretty soon, all our banners across Meta, HTC, Steam, and Twitter will be updated with these!!
I’ve been busy lately with organizing meetings/events/proposals etc., but once I have the time I really wanna make a “behind the scenes” video of this new graphic design - since all the 3D elements in it were created in-app, the art process is just as magical as the art itself.
Also, for reference, here’s the previous banner design:
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It was an honor being able to create the new one, but I still wanted to capture some of the spirit of the original... so I made sure to include the little spaceman and his ship in every image!
I did, however, make one addition to our spaceman’s design.......
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Heart glasses. :) Just in time for Valentine’s Day. 💖
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ifthenslashers · 6 months
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Meet the cast of If/Then for Neglected Musical Series with Hayes Theatre Company!
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robertemma27-blog · 7 days
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Augmented reality (AR) and Virtual reality (VR) Market 2028 Trends with Analysis on Key Players & Dynamics
The size of the augmented reality market is predicted to increase from USD 25.1 billion in 2023 to USD 71.2 billion in 2028 at a compound annual growth rate of 23.2% between 2023 and 2028. 
The size of the virtual reality market is predicted to increase from USD 12.9 billion in 2023 to USD 29.6 billion in 2028, with a compound annual growth rate of 18.0% from 2023 to 2028. Immersion technologies like virtual reality (VR) and augmented reality (AR) are revolutionizing how we engage with both the digital and physical worlds.
Augmented Reality (AR) is the process of superimposing digital content—such as text, animations, or 3D models—over our physical surroundings to enhance it. A number of gadgets, such as smartphones, smart glasses, or heads-up displays, can be used to experience augmented reality. These digital components provide information, entertainment, or utility while being contextually connected with the physical world to improve human perception. AR, for instance, can be used to animate print ads when viewed through an AR software, or it can be used to navigate by superimposing directional arrows onto the streets as seen through a smartphone camera.
Conversely, Virtual Reality (VR) isolates individuals from the outside world by submerging them in fully computer-generated surroundings. Usually, sophisticated VR headsets with motion tracking sensors, high-resolution displays, and frequently hand controllers are used to do this. Users can interact with things, other users, and the surroundings in simulated worlds when wearing a VR headset. Because virtual reality (VR) provides an unmatched level of immersion and presence—allowing users to feel as though they are physically present in the virtual environment—it is frequently employed in gaming, simulations, education, and training settings.
Download PDF Brochure: https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=1185
Market Dynamics:
Opportunity: Crafting dynamic consumer experiences and immersive campaigns
The realm of advertising and marketing is undergoing a profound transformation through the innovative integration of Augmented Reality (AR). Brands are recognizing the immense potential of AR as a means to captivate audiences and establish a lasting connection. By harnessing AR technology, brands can transcend traditional advertising boundaries, creating campaigns that are not only engaging but also unforgettable. Interactive advertisements come to life as users interact with virtual elements overlaid with their real-world surroundings. Product demonstrations take on new dimensions as AR allows consumers to visualize products in their own spaces before purchase, demystifying the shopping experience. Personalization reaches unprecedented levels as AR tailors content to individual preferences and contexts, forging deeper emotional connections with consumers.
Challenge: High demand for robust network infrastructure
The underpinning network infrastructure emerges as a pivotal factor determining the quality and viability of user experiences. With the rise of cloud-based AR applications, the demand for a robust and low-latency network connection becomes paramount. This infrastructure serves as the conduit that facilitates the real-time transmission of data, bridging the virtual and physical worlds seamlessly. However, the challenge lies in the inherent vulnerability of AR experiences to slow or unstable internet connections. The repercussions are stark: such conditions can inflict lag, interrupt interactions, and fragment the otherwise harmonious integration of digital content into the physical environment.
Market Key Players:
The major players in the Augmented Reality (AR) and Virtual Reality (VR) Companies with a significant global presence include Google (US), Microsoft (US), Sony Group Corporation (Japan), META (US), SAMSUNG (South Korea), HTC Corporation (Taiwan), Apple Inc. (US), PTC Inc. (US), Seiko Epson Corporation (Japan), Lenovo (China), Wikitude, a Qualcomm company (Austria), EON Reality (US), MAXST Co., Ltd. (South Korea), Magic Leap, Inc. (US),  Blippar Group Limited(UK),  Atheer, Inc (US), Vuzix (US), CyberGlove Systems Inc. (US), Leap Motions (Ultraleap) (US), Penumbra, Inc. (US), Nintendo (Japan), PSICO SMART APPS, S.L. (Spain), Xiaomi (China), Panasonic Corporation (Japan), Scope AR (US), Continental AG (Germany), Virtually Live (Switzerland),  SpaceVR Inc (US), Intel Corporation (US), 3D Cloud by Marxent (US), WayRay AG (Switzerland), Craftars (Romania),  Talespin Reality Labs, Inc. (US), BidOn Games Studio (Ukraine), appentus technologies (India), ByteDance (China), and DPVR (China).
Regional Analysis:
North America is predicted to grow at the second-highest CAGR during the projection period of 2023–2028, maintaining its existing position as the region with the largest market share in the augmented reality (AR) and virtual reality (VR) sectors.
The United States, Canada, and Mexico make up the three main nations that make up the North American AR and VR market. North America is the market leader for advanced display device technologies because of its reputation for technological research and advancement.
With a sizable market share, North America emerged as the leading AR market in 2022. The increasing adoption of AR devices by business users as a means of improving accuracy and efficiency was a major factor in driving the growth of the AR market in North America. Moreover, the growth of augmented reality technology is propelled by its incorporation into consumer electronics. AR technology is used for a variety of applications, including education and training, by a number of industries, including consumer goods, healthcare, aerospace and defense, and commercial businesses. Furthermore, a large number of international corporations that specialize in augmented reality devices and solutions, like Magic Leap, Microsoft, Google, and PTC Inc., have established their presence in the United States. When taken as a whole, these elements place North America at the top of the worldwide augmented reality market.
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takahashicleaning · 14 days
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Apple Vision Pro 2024
Appleがバーチャルリアリティをデザインするってこういうこと。
Macのドラック&ドロップをバーチャルリアリティーで表現すると、このようになるということが示されている。
Apple Vision Proにより従来のディスプレイの枠を超えて広がるアプリのための無限のキャンバスを作り出し ユーザーの目と手、声という、最も自然で直感的な操作方法によって、完全に3次元化されたユーザーインターフェイスを実現する。
オペレーティングシステムレベルから実現してます。
「Disey +」のコンテンツが、Apple Vision Pro内で縦横無尽に動き回ります。
他には、検査装置、医療機器の側面から見ると・・・
Apple Vision Proは、虹彩のアイトラッキングから脳の電気活動、心拍やリズム、筋肉活動、脳内血液密度、血圧、皮膚表面の電気抵抗といった信号を検出できる。
「好奇心」「迷ってる」「怖がっている」「注意を払っている」「過去の体験を思い出している」などのユーザーの認知状態を予測できるようになる?
Apple Vision Pro一つで将来、いくつかの検査が同時、及び、事前に可能になり虹彩認証で予測される結果をApple Watchのように目の前にアラート形式で表示してくれるかもしれない。
しかも、行政府や他社とは違い指紋認証や顔認証と同様に虹彩認証データはApple Vision Pro内で処理されて外部サーバーには送信されません。
パスキーにも対応しています。
あなたの許可を前提に提供してくれたデータは、現時点でAppleの場合、広告ではなくハードウェアの製品開発に使用してます。
屋外のスキーやスノーボードのゴーグルタイプだし、ゴーグルタイプの老眼用やメガネ、視力矯正や簡易的な視力検査装置にも!
幅広く活用できたら嬉しいですね。
そして
WWDCは「開発者向け」イベントなので、これまでのAppleの歴史からすると新市場を開拓していくため最初は高価格ってよくあること。
MacのXDR Displayを一つ挙げても70万円くらいだから高解像度の巨大なディスプレイが持ち運べると考えたらむしろ安く感じる。
さらに、開発環境も今までの蓄積があるため
Apple Vision Proにはデベロッパが開発したアプリやコンテンツが見つかる新しいApp Storeが用意されている。
iPhoneやiPadでお馴染みの数十万ものアプリもスムーズに動作し、Vision Proのために開発された新しい入力操作システムと自動的に連係します。
また、さらに一歩進んで、Vision ProとvisionOSのパワフルかつユニークな機能を活かし、これまでにないアプリ体験を一からデザインしたり
これまでの既存のアプリを空間コンピューティングに合わせて再構築できます。
2023年時のApple製品には「eSIM」も標準で搭載してるので・・・
屋外で使用できることも考えているなら・・・
Apple Vision Proにも搭載してると思ってます。
もし搭載していなくてもApple製品のMacに既に実現している標準機能をApple Vision Proに拡張機能追加か何かで反映すれば通話情報を転送することもできます。
屋内だけなら車の運転を行いながらナビゲートしてくれる「Car Play」の上位機種としてバーチャルリアリティで目前のリアルタイムナビゲートもソフトウェアで実現できそう。
ハンドルを握りながら指をタップするだけで通話や音声入力できるし��手を離さなくても視線を向けるだけで選択してくれるMacに既に搭載している
障害者用の「アクセシビリティ」機能のバーチャルリアリティ版も見た感じだけど将来はできそうなVisionがきます。
そのほかの可能性として
老眼鏡を含めた未来の自動オートフォーカス搭載メガネも実現できそう。
自動車運転の場合、2024年時点では、現在アメリカ国内では運転しながらは駄目みたいだが・・・運転しながら以外なら助手席に座れば問題はなくなります。
自動車運転はレイテンシーの短さが重要(航空機、宇宙空間なども)
Apple Vision Proが現実空間を認識して画面に反映されるレイテンシーの違いについて。短いほどディスプレイ越しでも半径数メートル以内の状況に対応できる。
「HTC VIVE XR Elite 2024」と「Meta Quest 3」と「Meta Quest Pro 2024」は約40ミリ秒に対してApple Vision Pro 2024は12ミリ秒。車の運転中における人間の認識速度は、重要な役割を果たします。
運転者が周囲の情報を認識し、適切な判断を下すためには、迅速な反応が必要です。
一般的に、人間の認識速度は視覚刺激の検出では約180から200ミリ秒、聴覚刺激の検出では約140から160ミリ秒です。これは、刺激が感覚器から脳に伝わり、脳がそれを認識するまでの時間を指します。
レイテンシーが短いので自動車運転モード(航空機、宇宙空間なども)を搭載してほしい。
屋外を歩く時も、Apple Version Pro のAppleマップが自動で表示されて見ながら道案内ナビゲーションしてくれたら便利。
コーヒー店の中、Apple Vision Pro内のWindowでリアルタイムにAppleカードで注文したり、Apple Vision Proを装着しながら店員さんとコミュニケーションしつつタブレットにサインをし注文したコーヒーをすぐに受け取ることもできそう。
そのまま飲んだり、食べ物も注文して席にすわりWindowを表示してインターネット見たり、指がベタベタになっても画面をスクロール可能?
手術の場合、拡張現実で手術を補助しつつジェスチャー操作で簡単にリアルタイムでナビゲーションしてくれるため、Apple Vision Proなら公衆衛生上は無菌状態を安全面から担保できる?
そのほかにも、Apple Vision Proなら車の簡単な定期点検手順、簡単な修理メンテナンス手順をジェスチャー操作で簡単にリアルタイムでナビゲーションしてくれる?
両手が自由に動かせるのでリアルタイムで作業しつつ、外部からは何を見ているか分かりませんが、閲覧しながらでも作業ができるようになります。
主要部品にセンサーを取り付けるか否かをするかセンサーを読み取って劣化の具合が数値化できれば、交換時期や部品の状況をリアルタイムでチェックできればいいな。
その後、専門家に預けるか否かはご自身の自由です。
スキー場で道案内やリフト中に寒い中、手袋をしたままジェスチャー操作して拡張現実の中に手軽に入れる可能性もあります。外部から見るとスキーやスノボーのゴーグルつけてるようにしか見えません。
EUで導入している公共空間でのストーカー人工知能は警察も原則禁止にして・・・
それ以外のスポーツ観戦などのプロトコルに基づく限定空間で選手のストーカーを許可する仕組みもあるし・・・
日本での応用としては、権力者である新聞やテレビ、ラジオなどで独占禁止法の優越的地位の乱用をした場合に・・・
ジェネレーティブ人工知能が自動的に発言をApple Vision Proがファクトチェックして真実な発言の確率などの予測を示してApple Vision Pro上に表示。
ある範囲を越えたら総務省とBPOに自動に送信してくれる仕組みも政府が法整備すれば可能になるかもしれない?
言葉の定義をテレビ画面に表示することは2024年時点では人工知能がなくても可能なので出演者やコメンテーターの定義から外れてる恣意的な発言の信憑性もチェックできます。
(個人的なアイデア)
Apple Vision Pro 2023の登場で・・・
チャットGPTが、ここに搭載されれば?
どうなる?
今後のインスピレーションに期待します。
健常者にも活用できれば、月面や宇宙空間のロボットを自宅からゲームのように操作するだけで賃金がもらえるような、一神教での労働の概念が変わるかもしれません。
Before 2022, this would not have been possible, but with Apple, Google, and Microsoft agreeing to expand the use of “passkey,” a passwordless authentication system…
2022年以前では、不可能だったが、Apple・Google・Microsoftがパスワードな しの認証システム「パスキー」の利用拡大に合意したことで・・・
…on the basis of high security and a high degree of privacy as well…
高いセキュリティと高度なプライバシーも基本にして・・・
…and if, as Ivan Pupilev says, all everyday objects have gesture interface capabilities…
イワン・プピレフの言うように日常的な物すべてにジェスチャーインターフェース機能を搭載していれば・・・
By integrating them with a common smart home standard, “Matter,” and making it possible to automatically connect to them by simply approaching them, assuming permission and authentication…
スマートホーム共通規格「Matter」で統合して近づけるだけで本人の許可、認証を前提とし自動接続できるようにすることで
It may be possible to customize even simple functions as complex functions by combining various devices in a stand-alone manner.
単体では、単純な機能でもさまざまな機器を組み合わせることで複雑な機能としてカスタマイズできるようにできるかもしれない。
In the past, OpenDoc, a technology developed by Apple to realize compound document and document-centered operation, was available.
かつて、OpenDoc(オープンドック)は、Appleが開発したコンパウンド・ドキュメントとドキュメント中心の操作実現する技術があったが
Can we extend this technology to shift from a document-centric to a gesture-centric interface?
これを拡張して、ドキュメント中心からジェスチャーインターフェース中心にできないだろうか?
If you want to work on a larger screen from your smartphone, iPhone, or iPad with a user interface by wearing the Oculus Dash or HoloLens from Oculus Quest
Oculus QuestにあるOculus DashやHoloLensなどを身につけることでユーザーインタフェースをスマートフォン、iPhone、iPadからもっと大きい画面で作業したい場合
It was usual to use a computer with a large screen, but now it is possible to use a huge screen! However, there were limits to the amount of money and placement of the display.
大画面のパソコンでというのが、普通でしたが、もっと、巨大な画面で!!という場合はディスプレイの金額的、配置場所にも限界がありました。
Virtual reality as the future of the holographic age, Virtual reality Virtual reality OS and its extension to the gesture interface center.
ホログラム時代の未来にあるものとして、Virtual reality バーチャルリアリティのOSとジェスチャーインターフェース中心への拡張
Seamlessly linked together, there will be no spatial limits, and you’ll be able to work in a small room with any number of huge, large screens that you can place anywhere in 360 degrees!
シームレスに連携させることで、空間的に限界は無くなり、小さな部屋でいくらでも巨大な大画面で360度どこにでも置いて作業できるようになります!!
For example, even if it is not possible to display 3D without wearing glasses like the gesture interface in the sci-fi movie “Iron Man”…
例えば、SF映画「アイアンマン」に出てくるジェスチャーインターフェイスのようにメガネをかけずに立体表示させるとまではいかないまでも
It may be possible to “make it look realistic by wearing special glasses” such as Oculus Dash and HoloLens in Oculus Quest, so…
Oculus QuestにあるOculus DashやHoloLensなど「特殊なメガネをかけることでリアルに見せる」ことはできそうなので・・・
It would be fun to display the setting panel of a simple function device that you touch through the special glasses as if it pops up from inside the device in CG in a hologram format (image: Genie Effect on Mac)
特殊なメガネを通して、触った単純な機能の機器の設定パネルをホログラム形式でCGで機器の中からポップアップするように表示してくれると楽しそう(イメージは、Macのジニーエフェクト)
警察比例の原則。
警察比例の原則。
警察比例の原則。
前提として、公人、有名人、俳優、著名人は知名度と言う概念での優越的地位の乱用を防止するため徹底追跡可能にしておくこと。
最近2023年から始まったジェネレーティブ人工知能の流行によって
ジェネレーティブ人工知能で作られたメディア(画像・映像など)が人々の目に触れる際には、情報源を開示するよう求めている(オープンAIなど10社が自主ガイドラインに署名した)
ヘンリー・マークラムの研究で脳のイメージが数値化されたデータから・・・
この膨大なデータをディープラーニングを搭載したジェネレーティブ人工知能に候補を複数映像化させる
こうすることでストーカーしかできない人工知能の問題を解消できる?かもしれない
憲法第19条にもあるように「内心の自由」正確に特定しないようにして
権力者の頭脳の中身をリアルタイムに複数映像化したことをチャットGPTに説明してもらう。
これは三つしかない内のひとつ。リカレント・ニューラル・ネットワークを使います。
この権力者の頭脳の中身をリアルタイムに映像化したことをニティシュ・パドマナバンの老眼鏡を含めた未来の自動オートフォーカス搭載メガネなどを用いて
特殊なメガネを通して、ホログラム形式でCGからポップアップ表示できる可能性もありそうです。
しかし
機械学習ディープラーニング物体検出データベースのことを「Darknet」と呼んでいます。
フェイフェイ・リー構築した機械学習ディープラーニング画像データベースのことを「ImageNet」と呼んでいます。
他には、今のところ、リカレント・ニューラルネット(RNN)フレームワークなど・・・
たった三つしかないのが2022年の現状です。
チャットGPTは、大規模言語モデル。
懸念されることとして、アメリカ政府が諜報に使用するエシュロンやPRISMに近い可能性もある。
Google検索データは、広告に使われるが、オープンAIはMicrosoftと資本提携で入力データが何に使用されるか?
これを明示していないという危険性がある可能性があります。
続いて
Could it be that Apple is developing its own search engine to compete with Google, which has reinvented semantic web search based on chat GPT and entered the market?
Appleが独自の検索エンジンを開発しているのは、もしかしてチャットGPTを基盤にしてセマンティックウェブ検索を再発明し参入Googleに対抗するため?
In the past, Linux made the OS open source and extinguished Microsoft’s monopolistic Wintel-closed dominance.
かつて、LinuxはOSをオープンソース化してMicrosoftの独占的なウィンテルクローズの優位性を消滅させた。
In 2023, AMD and Apple Silicon are in the midst of blowing the wind out of the last Intel monopoly from the consumer market sector.
AMDとAppleシリコンが、最後のIntelの独占体制にコンシュマー市場分野から風穴を開けている最中の2023年。
Google has opened up the search engine market for a new industry by putting all of its machine learning research results to work to break Microsoft’s Internet Explorer monopoly.
Googleは、機械学習の研究成果をすべてぶちこみ新産業の検索エンジンの市場を切り開いてMicrosoftのインターネットエクスプローラの独占的な体制に風穴を開けた。
And now, right now, open-source AI is taking over Google’s monopoly on the search engine market with chat GPTs. It may be about to wind down with the reinvention of the semantic search engine proposed by Tim Berners-Lee.
そして、今まさにオープンソースAIが、チャットGPTでGoogleの独占している検索エンジン市場をティム・バーナーズ・リーが提唱したセマンティック検索エンジンという再発明で風穴を開けようとしているのかもしれません。
Is Twitter, which Eron Musk went to the trouble of investing a huge amount of money to acquire, comparable to Google and Facebook in terms of data accumulation?
��ーロンマスク���わざわざ巨額の資金を投じてまで買収したTwitterもデータの蓄積から見るとGoogle、Facebookに匹敵している?
Is it possible that Eron Musk, a founding member of Open AI, is trying to reinvent Twitter based on chat GPT?
これを立ち上げてるオープンAI設立メンバーのイーロンマスクは、可能性を見越していてチャットGPTを基盤にTwitterを再発明しようとしている?
Open AI, a San Francisco-based nonprofit organization, is dedicated to being the first to develop a “general-purpose artificial intelligence” (AGI) with human learning and reasoning capabilities, so that all people can benefit from it.
サンフランシスコを拠点とする非営利団体のオープンAIは、人間の学習能力と推論能力を持つ「汎用人工知能(AGI)」を最初に開発し、すべての人にその恩恵が及ぶようにすることを目的として設立されています。
Deep Mind,“ which has similar goals, is building a system similar to the chat GPT.
同様の目的を掲げてる「ディープマインド」もチャットGPTと同じようなシステムを構築しています。
As for other derivative…
他の派生的なこととして・・・
As for the use of deep fakes, if they are built into the algorithm for all surveillance cameras, they can be removed only with the person’s permission.
ディープフェイクの活用としては、すべての監視カメラ用のアルゴリズムに組み込んでおけば、外すには本人の許可を得てからにすることもできる。
This would also deter voyeurism by the mass media and police who would abuse the system without the person’s permission.
こうすれば本人の許可なく悪用するマスメディアや警察の覗き見行為も抑止できる。
To temporarily deter misuse, a comprehensive mechanism could be created to protect videos with NFT and a two-factor authentication passkey, and to confirm one by one whether or not the user has permission to disseminate the videos.
一時的な悪用抑止には、NFTと二要素認証によるパスキーで動画を保護し拡散の許可の有無を一つ一つ
If a comprehensive mechanism can be created to confirm whether or not the user has permission to spread the video, it may be possible to create time for the spread of quantum encryption and the commercialization of quantum computers.
本人に確認できるような総合的な仕組みを創れば、量子暗号化や量子コンピューター商用化普及までの時間をつくれるかもしれない。
Released in November 2022. Almost a few months later. A search engine like this appeared.
2022年11月にリリース。そのほぼ数ヶ月後。こんな検索エンジンが登場しました。
perplexity
この回答がどこの記事から引用されたかも表示されはじめた!数字に対応して引用元が表示される。
Next, why? What if the chat GPT could explain how it might have come to this explanation? Perhaps we are getting closer and closer to an explainable AI?
次は、なぜ?この説明に至ったのかもチャットGPTが説明できたら?もしかして、説明可能なAIにもどんどん近づいてきてる?
In about a few months, this threatening? No, an astounding achievement.
数ヶ月位でこの脅威的な?いや、驚異的な成果。
And the Schrödinger equation?
シュレーディンガー方程式も?
For explanations other than equations, it could be comparable to Wolfram Alpha, which is similar to semantic web search.
数式以外の説明に関しては、セマンティックウェブ検索に近いウルフラムアルファにも匹敵する可能性もある。
そして
チャットGPTの人気と爆発的な成長に乗りMicrosoftが先行してチャットGPT 搭載 Bingをリリースするも登録しないと検索結果は会話調で返ってこない?インターフェイスがわかりずらい。
一方、Googleも億人単位規模ネット情報サービスにも関わらず、わずか一日位で対応すると言う離れ技を繰り出すが、検索エンジンの検索結果は、まだ会話調で返ってこない。
両者共に、まだまだ時間がかかりそうだ。
このチャットGPTタイプの新型検索エンジンperplexityのほうに分はあります。
巨大な権力を持つに至ったGAFAMの検索エンジン開発競争が加速。日本のネット情報サービス人口以上で、その規模が人間の限界を遥かに超えた別次元。
権力者処世術は悪性だが、カントの言うように、権力者を完全リアルタイムで行動を透明化する条件限定なら善性に転化する。
同じ権力者のTV局やマスメディア、行政府、警察は、透明化を高くガラス張りにしないから悪性だけど、GAFAMが最善の手本を示してます。
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rohitpalan · 28 days
Text
Head-Mounted Display Market Projected to Surge at 25.9% CAGR, Anticipated to Reach US$ 151.29 Billion by 2033
The Head Mounted Display (HMD) Market is poised to undergo a remarkable transformation between 2023 and 2033, with a projected Compound Annual Growth Rate (CAGR) of 25.9%. Starting at US$ 15.12 billion in 2023, the market is expected to surge to a staggering US$ 151.29 billion by 2033.Request Sample of This Report:https://www.futuremarketinsights.com/reports/sample/rep-gb-73Key Figures:Anticipated CAGR: 25.9%2023 Market Value: US$ 15.12 billion2033 Market Value: US$ 151.29 billionDrivers and Opportunities: The burgeoning demand for head-mounted displays can be attributed to the gaming industry’s insatiable appetite for Augmented Reality/Virtual Reality (AR/VR) technologies. Moreover, the declining prices of micro-displays are poised to fuel market growth further. The rising necessity for mobile-based AR solutions is expected to be a key growth catalyst in the coming years.Furthermore, the surge in consumer demand for head-mounted equipment is primarily driven by advancements in display technology, enabling users to experience features such as immersive 3D viewing and high-resolution displays. The controlled demand from the defense sector and the increasing adoption in medical settings are expected to contribute significantly to the revenue growth of the head-mounted device market during the forecasted period. Notably, HMDs are finding increasing applications in medical contexts, facilitating various surgeries and dental procedures. Additionally, their utilization in virtual automobile design and cloud computing for automotive prototyping presents promising avenues for growth in the head-mounted display market.Competitive Landscape – Regional Trends: The Head Mounted Display market landscape is characterized by intense competition, with key players vying for dominance across regions. North America, with its robust technological infrastructure and early adoption of AR/VR technologies, remains a lucrative hub for market players. Europe is also witnessing substantial growth, driven by expanding applications in healthcare and automotive sectors. The Asia-Pacific region, particularly China and Japan, is emerging as a key market, riding on the back of its vast consumer base and rapid industrialization.Restraints: Despite the impressive growth prospects, the head-mounted display market faces some challenges. Technical limitations, such as weight and discomfort, continue to hinder mass adoption. Additionally, concerns related to data privacy and cybersecurity in AR/VR applications pose potential risks.Request Report Methodology:https://www.futuremarketinsights.com/request-report-methodology/rep-gb-73Region-wise Insights – Category-wise Insights:North America: Dominates the market, driven by strong investments in AR/VR technologies, primarily in the gaming and entertainment sectors.Europe: Experiencing steady growth, with the healthcare and automotive industries adopting HMDs for training and design purposes.Asia-Pacific: Shows immense potential, with China and Japan at the forefront of AR/VR adoption, not only in entertainment but also in education and healthcare.Rest of the World: Witnessing gradual growth, with select countries exploring applications in defense and industrial training.Who is Winning?Market participants have been concentrating on developments. As businesses strive for a competitive advantage, spending on research and development will keep rising. Microsoft Corporation, Google, Samsung, BAE Systems, Elbit Systems, Huawei Technologies, HTC Corporation, Sony Corporation, LG Electronics, Thales Visionix, Inc., Xiaomi, and Avegant Corp. are a few of the top companies active in the market.Key Segments Covered of the Head Mounted Display MarketProduct TypeHead MountedEyewearHMD TypeDiscrete HMDIntegrated HMDSlide-on HMDApplicationGaming, Media,& EntertainmentAerospace, and DefenseHealthcare and Medical DevicesEngineering & Industry ApplicationsEducationOthersRegionNorth AmericaLatin AmericaEuropeEast AsiaSouth Asia& PacificMiddle East & Africa (MEA)
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marketdevelopment · 1 month
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Location Based Entertainment Market: Forthcoming Trends and Share Analysis by 2030
Tumblr media
The Global Location Entertainment Market size is expected to grow from USD 4.20 billion in 2022 to USD 44.53 billion by 2030, at a CAGR of 34.33 % during the forecast period (2023-2030).
The Location Based Entertainment (LBE) market is witnessing substantial growth fueled by advancements in technology and evolving consumer preferences. LBE refers to entertainment experiences that are based on a physical location and leverage technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) to create immersive experiences. These experiences range from theme parks and VR arcades to interactive museums and escape rooms. The market is characterized by a diverse range of offerings catering to various demographics, from children to adults, and spanning multiple sectors including gaming, tourism, and education.
Get Full PDF Sample Copy of Report: (Including Full TOC, List of Tables & Figures, Chart) @
https://introspectivemarketresearch.com/request/15758
Updated Version 2024 is available our Sample Report May Includes the:
Scope For 2024
Brief Introduction to the research report.
Table of Contents (Scope covered as a part of the study)
Top players in the market
Research framework (structure of the report)
Research methodology adopted by Worldwide Market Reports
Moreover, the report includes significant chapters such as Patent Analysis, Regulatory Framework, Technology Roadmap, BCG Matrix, Heat Map Analysis, Price Trend Analysis, and Investment Analysis which help to understand the market direction and movement in the current and upcoming years. 
Leading players involved in the Location Based Entertainment Market include:
HTC Corporation, IMAX Corporation, Google LLC, Microsoft Corporation, Samsung Electronics Co.Ltd., Springboard VR, Exit Reality, HQ Software, MOFABLES, BidOn Games Studio 
If You Have Any Query Location Based Entertainment Market Report, Visit:
https://introspectivemarketresearch.com/inquiry/15758
Segmentation of Location Based Entertainment Market:
By Component
Hardware
Software
By End-user
Amusement Parks
Arcade Studios
4D Films
By Technology
2 Dimensional (2D)
3 Dimensional (3D)
Cloud Merged Reality (CMR)
By Regions: -
North America (US, Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New Zealand, Rest of APAC)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
South America (Brazil, Argentina, Rest of SA)
Highlights from the report:
Market Study: It includes key market segments, key manufacturers covered, product range offered in the years considered, Global Location Based Entertainment Market, and research objectives. It also covers segmentation study provided in the report based on product type and application.
Market Executive Summary: This section highlights key studies, market growth rates, competitive landscape, market drivers, trends, and issues in addition to macro indicators.
Market Production by Region: The report provides data related to imports and exports, revenue, production and key players of all the studied regional markets are covered in this section.
Location Based Entertainment Profiles of Top Key Competitors: Analysis of each profiled Roll Hardness Tester market player is detailed in this section. This segment also provides SWOT analysis of individual players, products, production, value, capacity, and other important factors.
If you require any specific information that is not covered currently within the scope of the report, we will provide the same as a part of the customization.
Acquire This Reports: -
https://introspectivemarketresearch.com/checkout/?user=1&_sid=15758
About us:
Introspective Market Research (introspectivemarketresearch.com) is a visionary research consulting firm dedicated to assisting our clients to grow and have a successful impact on the market. Our team at IMR is ready to assist our clients to flourish their business by offering strategies to gain success and monopoly in their respective fields. We are a global market research company, that specializes in using big data and advanced analytics to show the bigger picture of the market trends. We help our clients to think differently and build better tomorrow for all of us. We are a technology-driven research company, we analyse extremely large sets of data to discover deeper insights and provide conclusive consulting. We not only provide intelligence solutions, but we help our clients in how they can achieve their goals.
Contact us:
Introspective Market Research
3001 S King Drive,
Chicago, Illinois
60616 USA
Ph no: +1-773-382-1049
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marketinsight1234 · 2 months
Text
Location Based Entertainment Market: Forthcoming Trends and Share Analysis by 2030
Tumblr media
The Global Location Entertainment Market size is expected to grow from USD 4.20 billion in 2022 to USD 44.53 billion by 2030, at a CAGR of 34.33 % during the forecast period (2023-2030).
VR and AR technologies were increasingly being integrated into LBEs, offering immersive experiences such as VR arcades, escape rooms, and theme park attractions. These technologies allowed for highly engaging experiences that were difficult to replicate at home.
Traditional theme parks and amusement parks continued to innovate to compete with emerging entertainment options. This included incorporating VR and AR elements into rides and attractions, as well as investing in themed entertainment experiences to create immersive storytelling environments.
Dedicated VR centers and arcades provided consumers with access to high-quality VR experiences without the need for expensive equipment at home. These venues often offered a variety of games and experiences to cater to different preferences.
Get Full PDF Sample Copy of Report: (Including Full TOC, List of Tables & Figures, Chart) @
https://introspectivemarketresearch.com/request/15758
Updated Version 2024 is available our Sample Report May Includes the:
Scope For 2024
Brief Introduction to the research report.
Table of Contents (Scope covered as a part of the study)
Top players in the market
Research framework (structure of the report)
Research methodology adopted by Worldwide Market Reports
Moreover, the report includes significant chapters such as Patent Analysis, Regulatory Framework, Technology Roadmap, BCG Matrix, Heat Map Analysis, Price Trend Analysis, and Investment Analysis which help to understand the market direction and movement in the current and upcoming years. 
Leading players involved in the Location Based Entertainment Market include:
HTC Corporation, IMAX Corporation, Google LLC, Microsoft Corporation, Samsung Electronics Co.Ltd., Springboard VR, Exit Reality, HQ Software, MOFABLES, BidOn Games Studio 
If You Have Any Query Location Based Entertainment Market Report, Visit:
https://introspectivemarketresearch.com/inquiry/15758
Segmentation of Location Based Entertainment Market:
By Component
Hardware
Software
By End-user
Amusement Parks
Arcade Studios
4D Films
By Technology
2 Dimensional (2D)
3 Dimensional (3D)
Cloud Merged Reality (CMR)
By Regions: -
North America (US, Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New Zealand, Rest of APAC)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
South America (Brazil, Argentina, Rest of SA)
Highlights from the report:
Market Study: It includes key market segments, key manufacturers covered, product range offered in the years considered, Global Location Based Entertainment Market, and research objectives. It also covers segmentation study provided in the report based on product type and application.
Market Executive Summary: This section highlights key studies, market growth rates, competitive landscape, market drivers, trends, and issues in addition to macro indicators.
Market Production by Region: The report provides data related to imports and exports, revenue, production and key players of all the studied regional markets are covered in this section.
Location Based Entertainment Profiles of Top Key Competitors: Analysis of each profiled Roll Hardness Tester market player is detailed in this section. This segment also provides SWOT analysis of individual players, products, production, value, capacity, and other important factors.
If you require any specific information that is not covered currently within the scope of the report, we will provide the same as a part of the customization.
Acquire This Reports: -
https://introspectivemarketresearch.com/checkout/?user=1&_sid=15758
About us:
Introspective Market Research (introspectivemarketresearch.com) is a visionary research consulting firm dedicated to assisting our clients to grow and have a successful impact on the market. Our team at IMR is ready to assist our clients to flourish their business by offering strategies to gain success and monopoly in their respective fields. We are a global market research company, that specializes in using big data and advanced analytics to show the bigger picture of the market trends. We help our clients to think differently and build better tomorrow for all of us. We are a technology-driven research company, we analyse extremely large sets of data to discover deeper insights and provide conclusive consulting. We not only provide intelligence solutions, but we help our clients in how they can achieve their goals.
Contact us:
Introspective Market Research
3001 S King Drive,
Chicago, Illinois
60616 USA
Ph no: +1-773-382-1049
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